Back in 1982, computers meant one of two things in the popular imagination. Either they were room-sized machines used by the military-industrial complex to crunch data on stuff like nuclear wars and stock markets, or they were fridge-sized arcade games such as Space Invaders and Pac-Man. Kraftwerk were singing about home computers, but if you owned one at all, it was probably a Sinclair ZX81, which was only marginally more sophisticated than a calculator. And yet, that summer, cinemagoers were catapulted into the digital future. Few appreciated it at the time but with 40 years' hindsight, Steven Lisberger's sci-fi adventure Tron was the shape of things to come: in cinema, in real life, and in virtual life.
It's still dark when the line starts forming outside an electronics store in Tokyo, as desperate gamers try to snag the latest PlayStation or Xbox despite chronic shortages in Japan. The consoles made by Sony and Microsoft have been hard to buy since their November 2020 release, as has Nintendo's Switch, with supply chain issues exacerbated by lockdowns in China. This could be due to a conflict with your ad-blocking or security software. Please add japantimes.co.jp and piano.io to your list of allowed sites. If this does not resolve the issue or you are unable to add the domains to your allowlist, please see this support page.
Enter your email address to subscribe to this blog and receive notifications of new posts by email. In futurism and science fiction, the metaverse is a hypothetical iteration of the Internet as a single, universal and immersive virtual world that is facilitated by the use of virtual reality(VR) and augmented reality (AR) headsets. For the Metaverse to function, it requires the use of advanced cameras, high-quality screens, immersive sound speakers, noise-canceling microphones, and various other sensors to detect both the real world and the virtual world that a person would be experiencing. The idea of the Metaverse was first thought of and described by Neal Stephenson in his 1992 science fiction novel Snow Crash. One of the more popular headsets for entering the Metaverse today was surprisingly designed by the same people that brought us Facebook: The Oculus Meta Quest 2. The pricing runs about the same as the average gaming console, at $300.
Almost eleven years since its release, The Elder Scrolls V: Skyrim is still one of the most iconic videogames to date. Skyrim grants its players almost complete freedom, yet like many others, I find myself returning to one particular quest line again and again. Even in a fantastical world where dragons rule the skies, I am always called back to the seedy underbelly of Tamriel to tread the well-worn path of blood, guts, and betrayal: the Dark Brotherhood. Though becoming an e-assassin may seem like old hat, Skyrim's pitiful group of undeniably charming merry murderers deserves a revisit. The Dark Brotherhood is an elite faction of assassins that appears in each of the five main Elder Scrolls games.
Citizen Sleeper is a superb narrative adventure indie game about surviving the urban sprawl of a struggling space station. Think The Expanse meets Cart Life. The game has proven to be the toast of narrative adventure gamers for weeks now, praised as a cerebral cyberpunk revelation and a tour de force of hope from the dark margins of galactic society, positioning it as a solid contender for awards season. A deceptively simple story inspired by TTRPG mechanics and narratives, the game tells the tale of a "sleeper," an emulated human intelligence in a synthetic body that has recently escaped the Essen-Arp corporation, its legal owner. Recovered half-frozen to the hull of a derelict by a salvager, you learn how to scrape out an existence on Erlin's Eye, the space station of a bankrupt intergalactic conglomerate that has been reclaimed by its old union, an authority now known as Havenage, while being pursued by their bounty hunters.
What do Microsoft, Epic Games, Adobe, Nvidia, and Ikea all have in common? Despite there being no clear definition of what "the metaverse" even means, these companies and more are cooperating to make it interoperable. So what are they actually doing? If you've never heard of the Khronos Group, that's almost by design. The nonprofit and its 150-plus member companies manage and develop open standards that exist under a lot of technology you use today, like OpenGL, Vulkan, and a bunch of other tools that the videogames you play use in the background.
When the new teaser trailer for Avatar: The Way of Water--the next entry in James Cameron's CGI-heavy film franchise--came out, many viewers opined that the footage resembles a video game. As praise or pejorative, that comparison is a touch hyperbolic. Yet it signals, too, the perceived overlap between the video game and film industries, which have increasingly come to share technological, narrative, and visual approaches. Multiplex screens are nowadays laden with game-like images--exceptions exist, but a sense of green-screened unreality certainly abounds, whether you're watching an explosion-rich action film or a well-paced drama. Other ideas also flow freely across mediums: Games and movies alike have set their watches to Matrix-style "bullet time" effects; both forms have shaken up their cameras à la Bourne; and as virtuosic a filmmaker as Brian De Palma has marveled at how certain games have deftly repurposed cinema's roaming, first-person point-of-view shots.
Technoblade was one of YouTube's most popular Minecraft video creators. Technoblade was one of YouTube's most popular Minecraft video creators. Technoblade, one of the most popular Minecraft video creators on YouTube, has died following a stage 4 cancer diagnosis, according to his family. "If I had another hundred lives, I think I would choose to be Technoblade again every single time, as those were the happiest years of my life," he wrote in a message to his community about 8 hours before he died. His father read aloud the message in a YouTube video Thursday titled "so long nerds" that has reached millions of people and hit #1 on the trending page.